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Exterminatus - Rival Species 2 / Open Testing / Re: Bug Reports
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on: August 17, 2012, 12:14:33 AM
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BUG: there is a stuck spot in the spawn point for the nids in ex_ichar, its between the spore pod and the cavern wall in front of it, a genestealer can easily get stuck down there and cannot jump out due to the walls.
++Fixed in Alpha 7.53++
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Exterminatus - Rival Species 2 / Open Testing / Re: Dark Marine's Balance Discussion
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on: August 14, 2012, 10:59:19 PM
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i know the post is like a month old, but better here than in the news chat.
I would counter argue that the stealer is actually ok as it is, he is not a front line fighter like the warrior and more akin to the lictor in terms of how to get things done. If more maps had ledges for him to hide on it would help. A good example of this are the roof in lyzantium where the stealer can get up high and force the marines to watch out for him from above.
With the marines I personally think that they are perhaps due some CC loving, given how well the Nids can now shoot. The apoth and the vet are ok at CC'in for there cost and general versitilty. I know there's an assault class on the way apparently from some of the chat, but i would like to see the Terminators first given a little more range so that he can actually hit something with it. Right now charging is a no brainier for the nid's especially with the warrior spam blocking LOS (loving that BTW). The only thing right now that will cause pause for a nid's to run in is the Melta and its effectiveness is lost in a swarm (which is kinda the point I know).
If a flamer is on the cards, that may change the above.
I would be concerned about Vore spam (what you calling the Vore BTW? Vicki?) as the mine feature can carpet an area if there's more than one Vore involved. There is also some targeting concerns with the Vore, could the targeting reticle be changed to something more akin to a nade launcher, which is how it works anyway?
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Exterminatus - Rival Species 2 / News / Re: Alpha 6.32 - Apothecary VS Biovore
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on: August 12, 2012, 11:32:43 PM
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Personally i prefer the green to the red on the deathspitter, it gives a nice contrast to the rest of the team colour. Its not like its going to be confused with something the marines have.
It also by gaming convention marks that it is acid, since acid is green in the movies.
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Exterminatus - Rival Species 2 / Player Discussion / Re: so I started playing
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on: April 10, 2011, 01:56:22 AM
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Left4Dead is not really a viable platform, as you cannot actually change a lot of the content within it, which is one of the reasons that other mod moved to another game.
The problem is that you can only really re-skin the classes and guns, you cant really add your own stuff, so it would not really be 40k enough. That's also why one of the mods went for a plague theme as they found they could not get the tyranids to work and thus it had to be a human shaped thing so the animations would work with it.
So, that's the deal there and also why we wont be going anywhere near L4D with this mod.
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Exterminatus - Rival Species 2 / Contributions / Re: Mapping?
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on: March 27, 2011, 02:01:12 PM
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You know, i have no idea why theres a ban on that account. The logs only read it as a migrated ban from a older version of the forum software, so no clues there.
I can only think that it triggered one of the automated measures in place to stop spammers and the like.
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Exterminatus - Rival Species 2 / Player Discussion / Re: Red VS Blue
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on: March 10, 2011, 12:23:34 PM
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Im still thinking that it needs the light red of the warrior on the carapace and the dark red/brown of the skin aka said warrior.
this is a hive strain 'stealer were talking about here, not a purestrain from a cult.
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Exterminatus - Rival Species 2 / Player Discussion / Re: The holy emperor!
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on: February 28, 2011, 02:09:23 PM
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I just change the SteamAppId from 218 (play ex normally) to 440 (map ex as 2009) in the gameinfo file in the ex directory.
No double versions, no complex crap just change that one identifier before i open it up. Had valve not borked the hell out of hammer not too long ago, it would not be a problem.
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Exterminatus - Rival Species 2 / Open Testing / Re: First impressions
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on: February 19, 2011, 03:22:59 AM
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Our current AI (that does not work) uses the above suggestion and here is the major problem, the AI recognises only one player as its controller (only 1 person can be freeman).
So when more than one person used the gaunts it would randomly give priority to one person. The result was that the gaunts would only respond to one persons command. This had the knock on effect of breaking the health of that player and all gaunt users.
They also could not properly track a target and would sit and shoot at the first place they saw the.
Player health is dependant on the number of active gaunts at there command, so one persons health would skyrocket and the others would go to a negative value meaning they were unkillable and stuck in what was an effectively a ghost mode.
See it turns out a lot of the stuff that the AI uses is very specifically set for the class (combine, human, antlion, etc...) you cant just cut and paste parts of the code to create a hybrid, it just breaks itself and requires a huge amount of re-coding to make it work.
We could add a gaunt as a uncontrollable NPC, but it would attack any player as most of the AI is hostile to everything else and again it would require extensive re-coding of the Ai again.
In the end there is no easy way to do this.
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